/*
 * To change this template, choose Tools | Templates
 * and open the template in the editor.
 */
package pkgfinal;

import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JTextArea;

/**
 *
 * @author Student
 */
class GUIFrame extends JFrame implements ActionListener {

    JButton one;
    JButton two;
    JButton three;
    JButton right;
    JButton left;
    JButton front;
    JButton back;
    JTextArea jta;
    String yourAction;
    String roomName;
    Room Start;
    JPanel Rpanel = new JPanel(new GridLayout(3, 1));
    JPanel Cpanel = new JPanel(new BorderLayout());
    JPanel Spanel = new JPanel(new GridLayout(1, 4));
    boolean tryBow = false;
    boolean sword = false;
    boolean bow = false;
    boolean j = true;
    int Happiness = 0;
    boolean seenMap = false;
    boolean savePrin = false;
    boolean key = false;
    int doze = 0;
    Room Dungeon;
    Room Sewers;
    Room Tower1;
    Room Hallway1;
    Room Hallway2;
    Room Death;
    Room Barracks;
    Room Tower1Flr2;
    Room Armoury;
    Room Tower2;
    Room Bedroom1;
    Room Bedroom2;
    Room Tower1Flr3;
    Room GreatHall;
    Room Tower2Flr2;
    Room GrandBedroom;
    Room Tower2PrinRoom;
    Room Hallway3;
    Room ThroneRoom;
    Room Drawbridge;

    GUIFrame() {
        jta = new JTextArea();
        yourAction = "You awaken trapped in a bleak and cold cell, with no memory of who you are or why you are here. You are lying on a bed eaten through by bugs and torn to pieces by previous people trapped in here. \n The walls are solid stone. There are cracks in the celing as though it might fall on you at anytime. The Jail door is barred and locked shut.\n";
        Start = new Room("Your Cell", "Try Jail Cell door", "Go To Sleep", "Examine Cell", null, null, null, null);
        Start.setDescription(" You are in a cell. there is a bed...well essentially a bed. There is a locked door. The walls are solid");
        one = new JButton();
        two = new JButton();
        three = new JButton();
        right = new JButton();
        left = new JButton();
        front = new JButton();
        back = new JButton();
        setButtons(Start);
        one.addActionListener(this);
        two.addActionListener(this);
        three.addActionListener(this);
        right.addActionListener(this);
        left.addActionListener(this);
        front.addActionListener(this);
        back.addActionListener(this);
        roomName = Start.getName();
        setDescription(Start);
        Drawbridge = new Room("Drawbridge", "use Sword", "use Bow", "Surrender", null, null, null, null);
        Sewers = new Room("Sewers", "Turn around", "Keep going", "Back up", null, null, null, null);
        Dungeon = new Room("Dungeon", "Pull Alarm", "Take the torch", "Enter Random Cell", null, Start, null, Sewers);
        Tower1 = new Room("Base of Tower 1", "", " ", "  ", Hallway1, Tower1Flr2, Hallway2, Dungeon);
        Hallway1 = new Room("Hallway 1", "", "", "", Armoury, Tower1, Tower2, null);
        Tower1Flr2 = new Room("Tower 1 Floor 2", "", "", "", GrandBedroom, Tower1Flr3, Tower1, null);
        Hallway2 = new Room("Hallway 2", "", "", "", Bedroom1, Tower1, GreatHall, null);
        Armoury = new Room("Armoury", "Take Sword", "Sit by fire", "Make a key", null, Hallway1, null, null);
        Barracks = new Room("Barracks", "Try out the Bow", "Take a Bow", "Unlock Door", Tower1Flr3, null, null, null);
        Tower1Flr3 = new Room("Tower 1 Floor 3", "", "", "", Barracks, Tower1Flr2, null, null);
        Tower2 = new Room("Base of Tower 2", "", "", "", Tower2Flr2, Hallway3, null, Hallway1);
        GrandBedroom = new Room("Master Bedroom", "Sleep", "", "", Tower1Flr2, Tower2Flr2, null, null);
        Bedroom1 = new Room("Bedroom 1", "", "", "", Hallway3, Bedroom2, null, null);
        Bedroom2 = new Room("Bedroom 2", "", "", "", Hallway2, Bedroom1, null, null);
        GreatHall = new Room("Great Hall", "Examine Map", "Eat", "", ThroneRoom, Hallway2, Drawbridge, Hallway3);
        Tower2Flr2 = new Room("Tower 2 Floor 2", "Unlock door", "", "", GrandBedroom, Tower2, null, null);
        Hallway3 = new Room("Hallway 3", "", "", "", Bedroom2, GreatHall, Tower2, null);
        ThroneRoom = new Room("Throne Room", "Sit in throne", "", "", GreatHall, null, null, null);
        Tower2PrinRoom = new Room("Tower 2 Floor 3", "Talk to the princess", "", "", Tower2Flr2, Barracks, null, null);
        Death = new Room(null, null, null, null, null, null, null, null);
        Drawbridge.setDescription("You leave the castle via the drawbridge. You come across a swordsman and an archer. The archer reacts instantaneously, but the swordsman... well, the swordsman seems sort of slow. You need to fight the archer. Remember, you can always surrender");
        Tower1.setDescription("You are at the base of a tower. This tower connects to the dungeons, two hallways, and a second floor.");
        Hallway1.setDescription("You are in a Hallway. This Hallway connects to an armoury and two towers.");
        Tower1Flr2.setDescription("You are on the second floor of a tower. This floor contains the Master bedroom, and the first and third floors");
        Hallway2.setDescription("You are in a Hallway. This Hallway connects to a bedroom and two towers.");
        Armoury.setDescription("You are in an armoury. There is a very hot fire here. There is an anvil here. There are key molds and swords on the wall here.");
        Barracks.setDescription("You are in the Barracks. There are many bows and arrows here. There is a target you could try to hit with an arrow. There is a locked door here. A tower's third floor connects to this tower.");
        Tower1Flr3.setDescription("You are on the top floor of a tower. This floor contains the barracks and connects to the second floor.");
        Tower2.setDescription("You are at the base of a tower. this tower onnects to two hallways and a second floor.");
        GrandBedroom.setDescription("You are in the master bedroom. There is a comfy bed here. This room connects to two towers.");
        Bedroom1.setDescription("You are in a bedroom. It looks like it was probably for a little boy. His stuff is surprisingly put away. It looks like this room hasn't been entered in years... This room connects to another bedroom and a hallway.");
        Bedroom2.setDescription("You are in a bedroom. It looks like it was probably the bedroom of a teenage girl. Her stuff is littered throughout the room as though someone was looking for something. It looks like this room was entered recently, but the girl herself hasn't entered in years.");
        GreatHall.setDescription("You are in a great hall. There is food on a large table. You realize you are very hungry, but the food is too moldy for you to eat, even if it won't kill you. There is a map on the wall. This room connects to the throne room and two hallways.");
        Tower2Flr2.setDescription("You are on the second floor of a tower. This tower connects to the master bedroom and has a locked door leading up to a third floor. This tower also connects to the first floor.");
        Hallway3.setDescription("You are in a hallway. This hallway connects to a bedroom, the great hall, and the base of a tower.");
        ThroneRoom.setDescription("You are in the Throne Room. There is a throne in this room that looks quite comfortable. This room connects to The Great Hall");
        Tower2PrinRoom.setDescription("You are at the top of a tower. There is a princess here. She seems tired and scared. She is cowering away from you. You can go to the barracks or the second floor. Or you could talk to the princess.");
        Tower1.setRight(Hallway1);
        Tower1.setLeft(Tower1Flr2);
        Tower1.setFront(Hallway2);
        Hallway1.setRight(Armoury);
        Hallway1.setFront(Tower2);
        Tower1Flr2.setRight(GrandBedroom);
        Tower1Flr2.setLeft(Tower1Flr3);
        Hallway2.setRight(Bedroom1);
        Hallway2.setFront(GreatHall);
        Barracks.setRight(Tower1Flr3);
        Tower2.setRight(Tower2Flr2);
        Tower2.setLeft(Hallway3);
        GrandBedroom.setLeft(Tower2Flr2);
        Bedroom1.setRight(Hallway2);
        Bedroom1.setLeft(Bedroom2);
        Bedroom2.setRight(Hallway3);
        GreatHall.setRight(ThroneRoom);
        GreatHall.setBack(Hallway3);
        jta.setLineWrap(true);
        jta.setWrapStyleWord(true);
        JPanel Rpanel = new JPanel(new GridLayout(3, 1));
        JPanel Cpanel = new JPanel();
        Cpanel.setLayout(new BorderLayout());
        JPanel Spanel = new JPanel(new GridLayout(1, 4));
        this.setLayout(new BorderLayout());
        this.add(Rpanel, BorderLayout.EAST);
        this.add(Spanel, BorderLayout.SOUTH);
        Cpanel.add(jta, BorderLayout.CENTER);
        this.add(Cpanel, BorderLayout.CENTER);
        Rpanel.add(one);
        Rpanel.add(two);
        Rpanel.add(three);
        Spanel.add(right);
        Spanel.add(left);
        Spanel.add(front);
        Spanel.add(back);
        this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        this.setSize(600, 500);
        this.setResizable(false);
        this.setVisible(true);


    }

    private void setButtons(Room Start) {
        try {
            one.setText(Start.getPrimaryAct());
        } catch (NullPointerException n) {
            one.setText("Button");
        }
        try {
            two.setText(Start.getSecondaryAct());
        } catch (NullPointerException n) {
            two.setText("Button");
        }
        try {
            three.setText(Start.getTertiaryAct());
        } catch (NullPointerException x) {
            three.setText("Button");
        }
        try {
            right.setText(Start.getRight().getName());
        } catch (NullPointerException x) {
            right.setText("Button");
        }
        try {
            left.setText(Start.getLeft().getName());
        } catch (NullPointerException n) {
            left.setText("Button");
        }
        try {
            front.setText(Start.getFront().getName());
        } catch (NullPointerException x) {
            front.setText("Button");
        }
        try {
            back.setText(Start.getBack().getName());
        } catch (NullPointerException n) {
            back.setText("Button");
        }
    }

    private void setDescription(Room Star) {

        jta.setText("   " + yourAction + "\n  " + Star.getName() + ": " + Star.getDescription());
    }

    @Override
    public void actionPerformed(ActionEvent ae) {
        try {

            if (ae.getActionCommand().equals("Try Jail Cell door")) {
                yourAction = "... The door is still locked.";
                setDescription(Start);
                //jta.setText("");
            } else if (ae.getActionCommand().equals("Go To Sleep")) {
                yourAction = "... You rest for a while... You can't fall asleep on the terrible bed.";
                setDescription(Start);

            } else if (ae.getActionCommand().equals("Examine Cell")) {
                yourAction = "... You examine the cell. There is a button under your bed.";
                setDescription(Start);
                Start.setTertiaryAct("Push the bed button");
                setButtons(Start);
            } else if (ae.getActionCommand().equals("Push the bed button")) {
                yourAction = "The Cell door slowly creaks open. There is nothing else left in this room for you.";
                Start.setDescription(" You are in a cell. there is a bed...well essentially a bed. The walls are solid");
                setDescription(Start);
                Start.setPrimaryAct("Examine cell");
                Start.setTertiaryAct(null);
                Start.setRight(Dungeon);
                setButtons(Start);
            } else if (ae.getActionCommand().equals("Examine cell")) {
                yourAction = "There is nothing left in here for you.";

                setDescription(Start);
            } else if (ae.getActionCommand().equals("Dungeon")) {
                yourAction = "You are in a dungeon. You were once in cell 13. There are 37 total cells. The only visible exits are the sewers and a sealed Trapdoor. \nThere is an Alarm on the wall. Torches line the wall, but only one is lit. That Torch is the only source of light. Thankfully, it was right outside your door.";
                Dungeon.setDescription("Cells line the wall. Only one torch gives light to the dungeon. There is an alarm on the wall. The Sewers are to your south.");
                setDescription(Dungeon);
                setButtons(Dungeon);
            } else if (ae.getActionCommand().equals("Your Cell")) {
                yourAction = "";
                setDescription(Start);
                setButtons(Start);

            } else if (ae.getActionCommand().equals("Sewers")) {
                if (!seenMap) {
                    yourAction = "You are in the sewers. It is too dark to see anything... if only you had a source of light...";
                    Sewers.setDescription("You are in the sewers. It is too dark to see anything... if only you had a source of light...");
                    setDescription(Sewers);
                    setButtons(Sewers);
                } else {
                    if (!savePrin) {
                        jta.setText("You escape from the castle by traveling through the sewers. You are now safe and alive. \nCongratulations, you have won. But this is not the best possible ending.... oh it isn't. Try again and try to get there!");
                        setButtons(Death);
                    } else {
                        jta.setText("You escape from the castle by traveling through the sewers. You are now safe and alive. You go to the neiborghing Kingdom and tell the king of your adventure. You ask him to attack and request the princess be saved. He refuses on the grounds that the sewers are not a good secret entrance. You will cry yourself to sleep in the days to come, but... you will eventurally get over your loss. \nCongratulations, you have won. But this is not the best possible ending.... oh it isn't. Try again and get there!");
                        setButtons(Death);
                    }
                }

            } else if (ae.getActionCommand().equals("Pull Alarm")) {

                jta.setText("You pull the alarm. The alarm goes off and soldiers flood into the dungeon. You are blown to smithereens for being an \"intruder\"\nYou lost the game by failing to escape and dying... I'm sorry...");
                setButtons(Death);
            } else if (ae.getActionCommand().equals("Take the torch")) {
                yourAction = "You try to take the torch, but you slip and fall. You catch your self on the torch and pull it down. Turns out the torch was a hidden lever!";
                Dungeon.setDescription("Cells line the wall. Only one torch gives light to the dungeon. There is an alarm on the wall. The Sewers are to your south and there is an open trapdoor to your north.");
                setDescription(Dungeon);
                Dungeon.setFront(Tower1);
                Dungeon.setSecondaryAct(null);

                setButtons(Dungeon);
            } else if (ae.getActionCommand().equals("Enter Random Cell")) {
                yourAction = "...you glance inside a cell. It looks even more disgusting than yours did. You think it would be best not to enter.";
                Dungeon.setTertiaryAct(null);
                setDescription(Dungeon);
                setButtons(Dungeon);
            } else if (ae.getActionCommand().equals("Turn around")) {
                jta.setText("You turn around... but wait was that really where you came from? You are lost! You wander the sewers to the end of your days, and never make it out alive... \nYou lost the game by failing to escape... I'm sorry...");
                setButtons(Death);
            } else if (ae.getActionCommand().equals("Keep going")) {
                jta.setText("You keep going and eventually... well, you trip, fall into the mucky water, add die because of the poison in the water...\nYou lost the game by failing to escape... I'm sorry...");
                setButtons(Death);
            } else if (ae.getActionCommand().equals("Back up")) {
                yourAction = "You back up slowly and carefully, and make it back to the dungeon. If you are to go back into the sewers, you should probably have a light source.";
                setDescription(Dungeon);
                setButtons(Dungeon);
            } else if (ae.getActionCommand().equals("Base of Tower 1")) {
                yourAction = "You climb up through the trapdoor out of the dungeon. You are now in the base of a tower. there is nothing here.";
                setDescription(Tower1);
                setButtons(Tower1);
            } else if (ae.getActionCommand().equals("Hallway 1")) {
                yourAction = "You enter the hallway. There is nothing here.";
                setDescription(Hallway1);
                setButtons(Hallway1);
            } else if (ae.getActionCommand().equals("Tower 1 Floor 2")) {
                yourAction = "You Go the thesecond floor of the tower. There is nothing here.";
                setDescription(Tower1Flr2);
                setButtons(Tower1Flr2);
            } else if (ae.getActionCommand().equals("Hallway 2")) {
                yourAction = "You enter the hallway. There is nothing here.";
                setDescription(Hallway2);
                setButtons(Hallway2);
            } else if (ae.getActionCommand().equals("Armoury")) {
                yourAction = "You enter the Armoury. It appears that a blacksmith worked here. There is some armor hanging on the wall. It's very heavy though. There are some swords lying on the ground. You might want to take one. There is a nice warm fire with an anvil in front of it. It might be relaxing to sit there. There are keymolds on the wall. Who knows what they might be for.";
                setDescription(Armoury);
                setButtons(Armoury);
            } else if (ae.getActionCommand().equals("Take Sword")) {
                yourAction = "You take a sword. it's cind of heavy, but will probably be worth it in the long run";
                sword = true;
                Armoury.setPrimaryAct("Put Sword Back");
                setButtons(Armoury);
                setDescription(Armoury);
            } else if (ae.getActionCommand().equals("Put Sword Back")) {
                yourAction = "You put the sword back.";
                sword = false;
                Armoury.setPrimaryAct("Take Sword");
                setButtons(Armoury);
                setDescription(Armoury);
            } else if (ae.getActionCommand().equals("Sit by fire")) {
                yourAction = "You doze off in front of the fire. it's very nice and you feel rejuvenated.";
                setDescription(Armoury);

            } else if (ae.getActionCommand().equals("Make a key")) {
                yourAction = "You make a key out of one of the keymolds. they all look the same, so it's probably the only key you'll need.";
                Armoury.setTertiaryAct("");
                setButtons(Armoury);
                setDescription(Armoury);
                key = true;
            } else if (ae.getActionCommand().equals("Base of Tower 2")) {
                yourAction = "You enter the base of the tower. There is nothing here.";
                setButtons(Tower2);
                setDescription(Tower2);
            } else if (ae.getActionCommand().equals("Hallway 3")) {
                yourAction = "You enter the hallway. There is nothing here.";
                setDescription(Hallway3);
                setButtons(Hallway3);
            } else if (ae.getActionCommand().equals("Great Hall")) {
                yourAction = "You enter a great Hall. There is a large table with food. there is a map on the wall. You can go to two hallways and the throne room.";
                setDescription(GreatHall);
                setButtons(GreatHall);
            } else if (ae.getActionCommand().equals("Examine Map")) {
                yourAction = "You look at the map. It is very well drawn with big letters on it spelling \"Sewer\". You realize that this is a map of the Sewer and can help you escape!";

                GreatHall.setPrimaryAct("");
                seenMap = true;
                setDescription(GreatHall);
                setButtons(GreatHall);
            } else if (ae.getActionCommand().equals("Eat")) {
                yourAction = "You think about eating the food but... nah... it's just too moldy.";
                GreatHall.setSecondaryAct("");
                setDescription(GreatHall);
                setButtons(GreatHall);
            } else if (ae.getActionCommand().equals("Bedroom 1")) {
                yourAction = "You enter the bedroom.";
                setDescription(Bedroom1);
                setButtons(Bedroom1);
            } else if (ae.getActionCommand().equals("Bedroom 2")) {
                yourAction = "You enter the bedroom.";
                setDescription(Bedroom2);
                setButtons(Bedroom2);
            } else if (ae.getActionCommand().equals("Throne Room")) {
                yourAction = "You enter the Throne room. There is a comfortable looking throne here.";
                setDescription(ThroneRoom);
                setButtons(ThroneRoom);
            } else if (ae.getActionCommand().equals("Sit in throne")) {
                yourAction = "You sit down in the throne. It is very comfortable. You doze for a while and feel rejuvinated.";
                setDescription(ThroneRoom);
            } else if (ae.getActionCommand().equals("Drawbridge")) {
                yourAction = "";
                setDescription(Drawbridge);
                if (j) {
                }
                if (sword != true) {
                    Drawbridge.setPrimaryAct("");
                }
                if (bow != true) {
                    Drawbridge.setSecondaryAct("");
                }
                setButtons(Drawbridge);
            } else if (ae.getActionCommand().equals("Surrender")) {
                jta.setText("You submit and lower anything you can use as weapons. They chain you back up and throw you in the dungeon. \nYou lost the game by failing to escape... I'm sorry...");
                setButtons(Death);
            } else if (ae.getActionCommand().equals("use Sword")) {
                jta.setText("You charge at the archer, brandishing your sword, but sadly, you trip and fall, landing in front of the archer. He smiles down at you as he pulls back his arrow and.... \nYou lost the game by failing to escape and dying... I'm sorry...");
                setButtons(Death);
            } else if (ae.getActionCommand().equals("use Bow")) {
                jta.setText("You pull back and arrow and... it hits his mark. It doesn't kill the archer, but it hits his good shoulder, and now he can't shoot straight. You fire an arrow at the swords man, but now your arm cramps up as you notch an arrow...");
                Drawbridge.setSecondaryAct("");
                if (sword) {
                    Drawbridge.setPrimaryAct("Use Sword");
                }
                setButtons(Drawbridge);
            } else if (ae.getActionCommand().equals("Use Sword")) {
                if (!savePrin) {
                    jta.setText("You draw your sword. The swordsman draws his sword as well. He is still confused so you easily disarm him and flee.\nCongratulations, you have won. But this is not the best possible ending.... oh it isn't. Try again and get there!");
                } else {
                    jta.setText("You draw your sword. The swordsman draws his sword as well. He is still confused so you easily disarm him and flee. You rush to the neiboring kingdom and ask the king to attack. He refuses on the grounds that he isn't going to just attack a castle. Find a secret exit and he'll help. \nCongratulations, you have won. But this is not the best possible ending.... oh it isn't. Try again and get there!");
                }
            } else if (ae.getActionCommand().equals("Master Bedroom")) {
                yourAction = "You enter the master bedroom. There is a very comfortable bed here. You can go to both towers.";
                setDescription(GrandBedroom);
                setButtons(GrandBedroom);
            } else if (ae.getActionCommand().equals("Sleep")) {
                yourAction = "You sleep for a while. it is a very comfy bed. You awake without having a single dream. You are kind of sad...";
                setDescription(GrandBedroom);
            } else if (ae.getActionCommand().equals("Tower 2 Floor 2")) {
                yourAction = "You enter the second floor of the tower. There is a locked door leading up.";
                setDescription(Tower2Flr2);
                setButtons(Tower2Flr2);
            } else if (ae.getActionCommand().equals("Unlock door")) {
                if (key != false) {
                    yourAction = "You unlock the door";
                    Tower2Flr2.setTertiaryAct("");
                    Tower2Flr2.setFront(Tower2PrinRoom);
                    Tower2Flr2.setDescription("You are on the second floor of a tower. This tower connects to the master bedroom and has an unlocked door leading up to a third floor. This tower also connects to the first floor.");
                    setDescription(Tower2Flr2);
                    setButtons(Tower2Flr2);
                } else {
                    yourAction = "You have no key to unlock the door with.";
                    setDescription(Tower2Flr2);
                }
            } else if (ae.getActionCommand().equals("Tower 1 Floor 3")) {
                yourAction = "You enter the third floor of a tower. This floor has the archer barracks.";
                setDescription(Tower1Flr3);
                setButtons(Tower1Flr3);
            } else if (ae.getActionCommand().equals("Barracks")) {
                yourAction = "You enter the Archer Barracks. There are many bows here. You may want to take one.";
                setDescription(Barracks);
                setButtons(Barracks);
            } else if (ae.getActionCommand().equals("Try out the Bow")) {
                yourAction = "You test the bow on the targe. The bow hits it's mark straight on. You are good with a bow.";
                Barracks.setPrimaryAct("");
                setButtons(Barracks);
                setDescription(Barracks);
            } else if (ae.getActionCommand().equals("Take a Bow")) {
                yourAction = "You take a bow and 5 arrows.";
                Barracks.setSecondaryAct("");
                setButtons(Barracks);
                setDescription(Barracks);
            } else if (ae.getActionCommand().equals("Unlock Door")) {
                if (key) {
                    yourAction = "You unlock the door";
                    Barracks.setTertiaryAct("");
                    Barracks.setLeft(Tower2PrinRoom);
                    Barracks.setDescription("You are at the top of a tower. There is a princess here. She seems tired and scared. She is cowering away from you. You can go to the barracks or the second floor. Or you could talk to the princess.");
                    setDescription(Barracks);
                    setButtons(Barracks);
                } else {
                    yourAction = "You have no key to unlock the door with.";
                    setDescription(Barracks);
                }
            } else if (ae.getActionCommand().equals("Tower 2 Floor 3")) {
                yourAction = "You enter the top of the tower...";
                setDescription(Tower2PrinRoom);
                setButtons(Tower2PrinRoom);
            } else if (ae.getActionCommand().equals("Talk to the princess")) {
                yourAction = "\"I'm sorry for causing you such a fright. If I may inquire, why are you locked in here?\"";
                Tower2PrinRoom.setDescription("\"Well sir, I was locked in here by the evil man who killed my father. He took the castle by force, claiming to be the rightful heir. Why don't you know. If you are here you must work for him!\"");
                Tower2PrinRoom.setPrimaryAct("OH, I am... I was sent here to... KILL you.......");
                Tower2PrinRoom.setSecondaryAct("I...what?");
                Tower2PrinRoom.setTertiaryAct("How dare you suggest\n such a thing!!!\n do I look like... \nlike a murderer?");
            }

            {
            }
        } catch (NullPointerException v) {
            System.out.print("");
        }

    }
}